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30th October 2017 14:50:07 GM Quillon View post »
30th October 2017 17:00:33 GM Quillon View post »
30th October 2017 19:47:39 GM Quillon View post »
31st October 2017 20:28:24 GM Quillon View post »
Doeden
Player

Pharos
Level 296
Warrior
31st October 2017 20:11:17

Zaza ur pretty retarded.. Paladins were op? can u explain me exactly how and why it was barbarian that was not weak compared to all other classes..
Paladins were OP with shamans i agree with that.. this have not changed they heal much more with heal friend now.
A paladin solo has never been OP as u try to state unless he is lvl 450 but so is mage.

Baltas is good yes. But he calculates sometimes only from his own perspective. I have different calculations that i presented to him.
If neccesary i can make 100% accurate calculations.
Doeden
Player

Pharos
Level 296
Warrior
31st October 2017 20:17:10 (Last edited 31st October 2017 20:18:23)

Another thing,
It seems really strange to me that this judgement of yours is based on the extreme..
You judge the OP on the really small percentile of people or people that invested years if not counting speedrate servers or botters.
Seems very strange to new players that play the actual game in 1x.
But ur lack of understanding in people does not surprise me.
Backdoor Billy
Player

Pharos
Level 498
Warrior
31st October 2017 20:27:42

But if u change it again maybe make the same with yeld. It was fynny when 2hightlvls use it and work short. And y must w8ing 10min xd
GM Quillon
Game Master

31st October 2017 20:28:24 (Last edited 31st October 2017 21:04:02)

So, now my calculations
In last update paladins lost 0.3 hp in healing / per lvl, so just 90 at lvl 300. They are astill able to heal 0.45 (not 0.75 like before) hp per lvl more than barbarians. Barbarians still got slightly better aoe spell (higher damage) than paladins.
Phill Mason
Sage

Elysium
Level 468
Warrior
31st October 2017 20:42:00 (Last edited 31st October 2017 20:49:30)

Well that was unnecessary
Wallex
Player

Elysium
Level 395
Warrior
31st October 2017 22:20:31

Quoting GM Quillon:
So, now my calculations

Hey Quillon, could you please check this. link
Baltas
Player

Pharos
Level 362
Mage
1st November 2017 01:17:02

Once they add something without thinking twice it makes it super hard to fix. Fixes have to be complex. Some changes help some people more than the others. For example magic resistance eq. You could think all get 1 2 3 or 20%. So its same for all. But according to my tests - its not.

Normaly received pvp damage is calculated by negating dmg from different places.

F.e. 400 lvl warrior/ranger who have 20% magic resistance eq receives dmg from mage, who hits 1000 on monster:
Received dmg = 1000* 0.75*0.8 = 600
Where 0.75 is 25%pvp reduction and 0.8 is 20% magic resistance from eq

400lvl warlock with same eq will receive:
Received dmg = 1000 * 0.75*0.5*(1-(0..2+0.3))= 187.5
Where 0.5 is natural magic resistance (formula is magic resistance = (lvl+m lvl)/950) so at lvl 400 and m lvl 75 mage have 50% magic resistance
0.2 is 20% eq magic resistance and it adds up with warlock absorbing aura which is 30%
I found out that buff stacks with eq so in warlock case it adds to 50%.

Same lvl shaman will receive:
Received dmg = 1000 * 0.75 * 0.5 * 0.8 = 300

Same lvl pyro will receive:
Received dmg = 1000 * 0.75 * 0.5 * (1-(0.4+0.2)) = 150dmg
Where 0.4 is pyro buff.


To sum up warrior/ranger absorbs 40% of magical pvp dmg
Warlock absorbs 81.25% of magical pvp dmg
Shaman absorbs 70% of magical pvp dmg
Pyro absorbs 85% of magical pvp dmg


From here we see how tanky mages are from magical damages, but dont forget that if someone is tanky against magical dmg it means magical damage gets not attractive. Arrows and melee hits will hurt h lvl mages more than death blows or infernos from other mages.

Before saying mages are too tanky, these calculations doesnt show how not tanky mages are against melee/distance attacks. My point is that eq shouldnt stack with buff. It should as all the others numbers work one after another instead of adding them up.
Also natural magic resistance should be reworked as we are getting closer to the point where mages wont be able to damage other mages. Cuz lvl 850 with 100m lvl will absorb 100% magical damage. Thats right it will take a while to get 850lvl, but formula shouldnt allow us to get close to it.


P.s. posted from phone all calculations were done without calculator in my mind so cpuld be arithmetic errors but i believe everything is right. Feel free to correct if someone found mistakes.
Ryan The Alcomist
Player

Pharos
Level 171
Warrior
1st November 2017 02:17:33

with update did game get optimized at all for FPS rate? it was unplayable last time i logged in.

Ryan~
Doeden
Player

Pharos
Level 296
Warrior
1st November 2017 02:33:30

Quoting Ryan The Alcomist:
with update did game get optimized at all for FPS rate? it was unplayable last time i logged in.

Ryan~


I used to get pissed about games like tibia and zezenia not running properly on my super computer.
My friend who has good knowledge in this says that new computers fail to run those games because they arent compatible with older games.
Medivia managed to fix this issue in their client. I wonder if it could be done with zez aswell.
But also i think regardless of what computer u have in zez the FPS seems really unstable and is on a rollercoaster.. never really steady.
Wallex
Player

Elysium
Level 395
Warrior
1st November 2017 03:35:07 (Last edited 1st November 2017 03:36:55)

Quoting Baltas:

(formula is magic resistance = (lvl+m lvl)/950) so at lvl 400 and m lvl 75 mage have 50% magic

Also natural magic resistance should be reworked as we are getting closer to the point where mages wont be able to damage other mages. Cuz lvl 850 with 100m lvl will absorb 100% magical damage. Thats right it will take a while to get 850lvl, but formula shouldnt allow us to get close to it.


This is the same problem that I point here. This sort of things shouldn't have linear scaling, it has to be exponential so we have a diminishing returns on the survivability benefits of leveling.

Note that damage should have a linear scaling, but not survivability.

Lets have a look in this one, with this formula it is impossible to achieve 100% magic resist with levels only
Zezenia Online Forum Screenshot

The damage reduction would be as follow
Zezenia Online Forum Screenshot
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